I'm currently working on a game with isometric perspective. Gameplay takes part on a "plateau-style" Unity standard terrain. Here is a screenshot so you get the idea: Spoiler: Screenshot NPCs use navmeshes to navigate the terrain and can usually navigate up and down these plateaus on designated ramps without issues. But sometimes they walk right into a cliff / wall and get stuck there. Here for example the character is supposed to walk up to the target on a ramp a bit further away, but will instead walk right in the wall in front of them: Spoiler: Walking into a cliff Upon investigating this, I found that the navigation path seems to "skip across" the cliff in the navmesh. You can see in the navigation debug info that the path includes some strange orange gizmo with a dashed line until the target. (Second screenshot was taken from under the terrain so you can see the orange dashed line gizmo better.) Spoiler: Navigation Debug View Spoiler: Dashed Line It almost seems like the pathfinding process goes like "let's just skip that part and go right to the target". When I deliberately block this area by placing an obstacle, the navmeshagent will take a different path, but I can't tell where these "shortcuts" will occur until they do, so I can't just edit my terrain in one place and be good, since this behaviour might show up on 100s of other places I don't know about yet. Does anyone know a) what that orange dashed line gizmo means in the navigation debug information and b) how I can prevent this from happening? Unity version is 5.6.0p4 and I'm using the Navmesh Component workflow for baking the navmesh. I'm thankful for any input on this!